const int Value_SwordBlade = 10;
const int Value_SwordBladeHot = 10;
const int Value_SwordRawHot = 10;
const int Value_SwordRaw = 10;
const int Value_Brush = 3;
const int Value_Flask = 5;
const int Value_Stomper = 3;
const int Value_Pan = 20;
const int Value_Saw = 20;
const int Value_Broom = 10;
const int Value_Rake = 10;
const int Value_Hammer = 10;
const int Value_Scoop = 3;
const int Value_Nugget = 50;
const int Value_Joint = 30;
const int VALUE_REDJOINT = 500;
const int Value_Alarmhorn = 10;
const int Value_Lute = 10;
const int Value_Gold = 1;
const int Value_RuneBlank = 250;
const int Value_Sulfur = 20;
const int Value_Quartz = 20;
const int Value_Pitch = 10;
const int Value_Rockcrystal = 30;
const int Value_Aquamarine = 100;
const int Value_HolyWater = 30;
const int Value_Coal = 15;
const int Value_DarkPearl = 1500;
const int VALUE_ItMi_ApfelTabak = 10;
const int VALUE_ItMi_PilzTabak = 10;
const int VALUE_ItMi_SumpfTabak = 10;
const int VALUE_ItMi_DoppelTabak = 10;
const int VALUE_ItMi_HonigTabak = 10;
const int Value_SilverRing = 120;
const int Value_SilverNecklace = 200;
const int Value_SilverCandleHolder = 50;
const int Value_SilverPlate = 100;
const int Value_SilverCup = 100;
const int Value_SilverChalice = 250;
const int Value_GoldPlate = 200;
const int Value_GoldRing = 250;
const int Value_GoldNecklace = 300;
const int Value_GoldCandleHolder = 120;
const int Value_GoldCup = 350;
const int Value_BloodCup = 200;
const int Value_GoldChalice = 500;
const int Value_GoldChest = 750;
const int Value_JeweleryChest = 1000;
const int Value_InnosStatue = 100;
const int Value_Sextant = 1500;
 
instance ItMi_Stomper(C_Item)
{
	name = "Krautstampfer";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Stomper;
	visual = "ItMi_Stomper.3DS";
	material = MAT_WOOD;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_RuneBlank(C_Item)
{
	name = "Runenstein";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_RuneBlank;
	visual = "ItMi_RuneBlank.3DS";
	material = MAT_STONE;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_Pliers(C_Item)
{
	name = "Zange";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_RuneBlank;
	visual = "ItMi_Pliers.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_Flask(C_Item)
{
	name = "Laborwasserflasche";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Flask;
	visual = "ItMi_Flask.3ds";
	material = MAT_GLAS;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_Hammer(C_Item)
{
	name = "Hammer";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Hammer;
	visual = "ItMi_Hammer.3DS";
	material = MAT_WOOD;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_Scoop(C_Item)
{
	name = "Kochloffel";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Scoop;
	visual = "ItMi_Scoop.3DS";
	material = MAT_WOOD;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_Pan(C_Item)
{
	name = "Pfanne";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Pan;
	visual = "ItMi_Pan.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_PanFull(C_Item)
{
	name = "Pfanne";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Pan;
	visual = "ItMi_PanFull.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_Saw(C_Item)
{
	name = "Sage";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Saw;
	visual = "ItMi_Saw.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMiSwordraw(C_Item)
{
	name = "Rohstahl";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_SwordRaw;
	visual = "ItMiSwordraw.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMiSwordrawhot(C_Item)
{
	name = "Gluhender Stahl";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_SwordRawHot;
	visual = "ItMiSwordrawhot.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMiSwordbladehot(C_Item)
{
	name = "Gluhende Klinge";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_SwordBladeHot;
	visual = "ItMiSwordbladehot.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMiSwordblade(C_Item)
{
	name = "Klinge";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_SwordBlade;
	visual = "ItMiSwordblade.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_Broom(C_Item)
{
	name = "Besen";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Broom;
	visual = "ItMi_Broom.3DS";
	material = MAT_WOOD;
	scemeName = "BROOM";
	on_state[0] = Use_Broom;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
 
func void Use_Broom()
{
	if(Npc_IsPlayer(self) && (Wld_GetPlayerPortalGuild() == GIL_NOV) && (MIS_ParlanFegen == LOG_Running))
	{
		B_Say(self,self,"$NOSWEEPING");
		Print(PRINT_NoSweeping);
	};
};
 
 
instance ItMi_Lute(C_Item)
{
	name = "Laute";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Lute;
	visual = "ItMi_Lute.3DS";
	material = MAT_WOOD;
	scemeName = "LUTE";
	on_state[0] = Use_Lute;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
 
func void Use_Lute()
{
};
 
 
instance ItMi_Brush(C_Item)
{
	name = "Burste";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Brush;
	visual = "ItMi_Brush.3ds";
	material = MAT_WOOD;
	scemeName = "BRUSH";
	on_state[0] = Use_Brush;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
 
func void Use_Brush()
{
};
 
 
instance ItMi_Joint(C_Item)
{
	name = "Ein Stangel Sumpfkraut";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Joint;
	visual = "ItMi_Joint_US.3ds";
	material = MAT_LEATHER;
	scemeName = "JOINT";
	on_state[0] = Use_Joint;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
};
 
 
func void Use_Joint()
{
	if(Npc_IsPlayer(self))
	{
		Wld_PlayEffect("SLOW_TIME",self,self,0,0,0,FALSE);
	};
};
 
 
instance ITMI_REDJOINT(C_Item)
{
	name = "Ein Stangel aus rotem Sumpfkraut";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = VALUE_REDJOINT;
	visual = "ItMi_Joint_US.3ds";
	material = MAT_LEATHER;
	scemeName = "JOINT";
	on_state[0] = use_itmi_redjoint;
	description = name;
	text[2] = "Dieser Joint besteht aus rotem Sumpfkraut...";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
};
 
 
func void use_itmi_redjoint()
{
	if(Npc_IsPlayer(self))
	{
		Wld_PlayEffect("DEMENTOR_FX",self,self,0,0,0,FALSE);
		if(REDSWAMPBONUS == FALSE)
		{
			B_RaiseAttribute(self,ATR_MANA_MAX,3);
			Snd_Play("LevelUp");
			REDSWAMPBONUS = TRUE;
		};
		if((MIS_REDJOINT == LOG_Running) && (TESTSWAMPHERBREADY == TRUE))
		{
			MIS_REDJOINT = LOG_SUCCESS;
			Log_SetTopicStatus(TOPIC_REDJOINT,LOG_SUCCESS);
		};
	};
};
 
 
instance ItMi_Packet(C_Item)
{
	name = "Packchen";
	mainflag = ITEM_KAT_NONE;
	flags = 0;
	value = 0;
	visual = "ItMi_Packet.3ds";
	scemeName = "MAPSEALED";
	material = MAT_LEATHER;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
 
func void UsePacket()
{
};
 
 
instance ItMi_Pocket(C_Item)
{
	name = "Lederbeutel";
	mainflag = ITEM_KAT_NONE | ITEM_MULTI;
	flags = 0;
	value = 10;
	visual = "ItMi_Pocket.3ds";
	scemeName = "MAPSEALED";
	material = MAT_LEATHER;
	on_state[0] = UsePocket;
	description = name;
	text[2] = "Ein schmaler Beutel,";
	text[3] = "wiegt nicht viel";
	text[5] = NAME_Value;
	count[5] = value;
};
 
 
func void UsePocket()
{
	CreateInvItems(hero,ItMi_Gold,10);
	Print(PRINT_FoundGold10);
	Snd_Play("Geldbeutel");
};
 
 
instance ItMi_Nugget(C_Item)
{
	name = "Erzbrocken";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Nugget;
	visual = "ItMi_Nugget.3ds";
	material = MAT_STONE;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_MANAPOTION";
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_MISC2_STANDARD;
};
 
instance ITMI_TESTNUGGET(C_Item)
{
	name = "Erzbrocken";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Nugget;
	visual = "ItMi_Nugget.3ds";
	material = MAT_STONE;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_MANAPOTION";
	description = name;
	text[4] = "Ein Erzbrocken aus einer naturlicher Erzader...";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_MISC2_STANDARD;
};
 
instance ItMi_Gold(C_Item)
{
	name = "Gold";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Gold;
	visual = "ItMi_Gold.3DS";
	material = MAT_STONE;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_MISC2_STANDARD;
};
 
instance ItMi_OldCoin(C_Item)
{
	name = "Alte Munze";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = 0;
	visual = "ItMi_OldCoin.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_MISC2_STANDARD;
};
 
instance ItMi_GoldCandleHolder(C_Item)
{
	name = "Goldener Kerzenstander";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_GoldCandleHolder;
	visual = "ItMi_GoldCandleHolder.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_GoldNecklace(C_Item)
{
	name = "Goldene Halskette";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_AMULET;
	value = Value_GoldNecklace;
	visual = "ItMi_GoldNecklace.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
};
 
instance ItMi_SilverRing(C_Item)
{
	name = "Silberner Ring";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_RING;
	value = Value_SilverRing;
	visual = "ItMi_SilverRing.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
instance ItMi_SilverCup(C_Item)
{
	name = "Silberkelch";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_SilverCup;
	visual = "ItMi_SilverCup.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_SilverPlate(C_Item)
{
	name = "Silberteller";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_SilverPlate;
	visual = "ItMi_SilverPlate.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_GoldPlate(C_Item)
{
	name = "Goldener Teller";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_GoldPlate;
	visual = "ItMi_GoldPlate.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_GoldCup(C_Item)
{
	name = "Goldener Kelch";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_GoldCup;
	visual = "ItMi_GoldCup.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITMI_GOLDCUPGOMEZ(C_Item)
{
	name = "Goldene Schale des Erzbarons";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = 700;
	visual = "ItMi_GoldCup.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_BloodCup_MIS(C_Item)
{
	name = "Blutkelch";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = Value_BloodCup;
	visual = "ItMi_GoldCup.3DS";
	material = MAT_METAL;
	description = "Ein Blutkelch";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_GoldRing(C_Item)
{
	name = "Goldener Ring";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_RING;
	value = Value_GoldRing;
	visual = "ItMi_GoldRing.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
instance ITMI_GOLDRINGRAVEN(C_Item)
{
	name = "Ravens Goldener Ring";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_RING;
	value = Value_GoldRing;
	visual = "ItMi_GoldRing.3DS";
	material = MAT_METAL;
	description = name;
	text[2] = "Auf dem Ring ist ein Name eingraviert - Raven...";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD * 3;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
instance ItMi_SilverChalice(C_Item)
{
	name = "Silberne Schale";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_SilverChalice;
	visual = "ItMi_SilverChalice.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_JeweleryChest(C_Item)
{
	name = "Kostbare Schatulle";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_JeweleryChest;
	visual = "ItMi_JeweleryChest.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_GoldChalice(C_Item)
{
	name = "Goldene Schale";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_GoldChalice;
	visual = "ItMi_GoldChalice.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_GoldChest(C_Item)
{
	name = "Schatulle";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_GoldChest;
	visual = "ItMi_GoldChest.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_InnosStatue(C_Item)
{
	name = "Innos-Statue";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_InnosStatue;
	visual = "ItMi_InnosStatue.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITMI_ANTIENTSTATUE(C_Item)
{
	name = "Statue der Erbauer";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = 500;
	visual = "MAYAMINISTATUE.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITMI_INNOSMRAMORSTATUE(C_Item)
{
	name = "Marmorne Innos-Statuette";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = 3000;
	visual = "ITMI_INNOSMRAMORSTATUE.3DS";
	material = MAT_METAL;
	description = name;
	text[3] = "Eine kostbare Innos-Statuette, hergestellt";
	text[4] = "aus schwarzem Nordmarer-Marmor";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_Sextant(C_Item)
{
	name = "Sextant";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Sextant;
	visual = "ItMi_Sextant.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_SilverCandleHolder(C_Item)
{
	name = "Silberner Kerzenstander";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_SilverCandleHolder;
	visual = "ItMi_SilverCandleHolder.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_SilverNecklace(C_Item)
{
	name = "Silberkette";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_AMULET;
	value = Value_SilverNecklace;
	visual = "ItMi_SilverNecklace.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_Sulfur(C_Item)
{
	name = "Schwefel";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Sulfur;
	visual = "ItMi_Sulfur.3DS";
	material = MAT_WOOD;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_MISC2_STANDARD;
};
 
instance ItMi_Quartz(C_Item)
{
	name = "Gletscherquartz";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Quartz;
	visual = "ItMi_Quartz.3ds";
	material = MAT_STONE;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
};
 
instance ItMi_Pitch(C_Item)
{
	name = "Pech";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Pitch;
	visual = "ItMi_Pitch.3DS";
	material = MAT_GLAS;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_Rockcrystal(C_Item)
{
	name = "Bergkristall";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Rockcrystal;
	visual = "ItMi_Rockcrystal.3ds";
	material = MAT_STONE;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_Aquamarine(C_Item)
{
	name = "Aquamarin";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Aquamarine;
	visual = "ItMi_Aquamarine.3ds";
	material = MAT_STONE;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_MISC_STANDARD;
};
 
instance ItMi_HolyWater(C_Item)
{
	name = "Geweihtes Wasser";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_HolyWater;
	visual = "ItMi_HolyWater.3ds";
	material = MAT_GLAS;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_Coal(C_Item)
{
	name = "Kohle";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_Coal;
	visual = "ItMi_Coal.3ds";
	material = MAT_STONE;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_MISC_STANDARD;
};
 
instance ItMi_DarkPearl(C_Item)
{
	name = "Schwarze Perle";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_DarkPearl;
	visual = "ItMi_DarkPearl.3ds";
	material = MAT_STONE;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_MISC_STANDARD;
};
 
instance ItMi_ApfelTabak(C_Item)
{
	name = "Apfel-Tabak";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = VALUE_ItMi_ApfelTabak;
	visual = "ItMi_Pocket.3ds";
	material = MAT_LEATHER;
	description = name;
	text[2] = "Ein Beutel voll Apfel-Tabak";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_PilzTabak(C_Item)
{
	name = "Pilz-Tabak";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = VALUE_ItMi_PilzTabak;
	visual = "ItMi_Pocket.3ds";
	material = MAT_LEATHER;
	description = name;
	text[2] = "Dunkler Apfel-Pilz-Tabak";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_DoppelTabak(C_Item)
{
	name = "Doppelter Apfel";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = VALUE_ItMi_DoppelTabak;
	visual = "ItMi_Pocket.3ds";
	material = MAT_LEATHER;
	description = name;
	text[2] = "Schmeckt stark nach Apfel...";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_Honigtabak(C_Item)
{
	name = "Honig-Tabak";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = VALUE_ItMi_HonigTabak;
	visual = "ItMi_Pocket.3ds";
	material = MAT_LEATHER;
	description = name;
	text[2] = "Su?er Apfel-Tabak";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_SumpfTabak(C_Item)
{
	name = "Kraut-Tabak";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = VALUE_ItMi_SumpfTabak;
	visual = "ItMi_Pocket.3ds";
	material = MAT_LEATHER;
	description = name;
	text[2] = "Sumpfkraut-Mischung";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITMI_QUICKSILVER(C_Item)
{
	name = "Quecksilber";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = 500;
	visual = "ItMi_Alchemy_Quicksilver_01.3DS";
	material = MAT_CLAY;
	description = name;
	text[4] = NAME_Value;
	count[4] = value;
};
 
instance ITMI_HORN(C_Item)
{
	name = "Horn";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = 300;
	visual = "ItMi_Horn.3DS";
	material = MAT_LEATHER;
	description = name;
	text[2] = "Rituelles Horn";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITMI_ORCRING(C_Item)
{
	name = "Orkring";
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_MULTI | ITEM_MISSION | ITEM_RING;
	value = 0;
	visual = "ItRi_Prot_Total_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	wear = WEAR_EFFECT;
	description = name;
	text[2] = "Auf dem Ring sind orkische Schriftzeichen eingestanzt, die aussehen wie ein H...";
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
instance ITMI_ORCSTAFF(C_Item)
{
	name = "Grachtnakk";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = 0;
	visual = "ItRw_Orcstaff_03.3DS";
	material = MAT_STONE;
	wear = WEAR_EFFECT;
	description = name;
	text[2] = "Dieser Stock ahnelt dem Stab eines Ork-Schamanen...";
};
 
instance ITMI_ORCAMULET(C_Item)
{
	name = "Ork-Talisman";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = 0;
	visual = "ItMi_Amulet_Ulumulu_01.3DS";
	material = MAT_STONE;
	wear = WEAR_EFFECT;
	description = name;
	text[2] = "Dieses Amulett hat wohl einem Ork-Schamanen gehort...";
};
 
instance ITMI_ORCAMULET_VANHAN(C_Item)
{
	name = "Ur-Han's Ork-Talisman";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = 0;
	visual = "ItMi_Amulet_Ulumulu_01.3DS";
	on_equip = equip_itmi_orcamulet_vanhan;
	on_unequip = unequip_itmi_orcamulet_vanhan;
	material = MAT_STONE;
	wear = WEAR_EFFECT;
	description = name;
	text[2] = "Dieses Amulett scheint wohl dem Ork-Schamanen Ur-Han gehort zu haben...";
};
 
 
func void equip_itmi_orcamulet_vanhan()
{
	self.protection[PROT_FIRE] += 35;
};
 
func void unequip_itmi_orcamulet_vanhan()
{
	self.protection[PROT_FIRE] -= 35;
};
 
 
instance ITMI_IDOL_01(C_Item)
{
	name = "Geister der Orks";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = 0;
	visual = "ItMi_Stuff_Idol_Ogront_01.3DS";
	material = MAT_CLAY;
	description = name;
	text[1] = "Diese kleine Figur ist einem formlosen gottlichen Wesen gewidmet,";
	text[2] = "das die Orks anbeten.";
};
 
instance ITMI_IDOL_02(C_Item)
{
	name = "Gestalt der Finsternis";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = 1000;
	visual = "ItMi_Stuff_Idol_Sleeper_01.3DS";
	material = MAT_METAL;
	description = name;
	text[1] = "Steinerne Statuette des dunklen Gottes Beliar";
	text[2] = "Strahlt eine gro?e, magische Kraft aus...";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITMI_IDOL_03(C_Item)
{
	name = "Opfer-Stein";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = 0;
	visual = "ItMi_Stuff_Idol_Ogront_02.3DS";
	material = MAT_CLAY;
	description = name;
	text[2] = "Ein Opfer-Stein der Ork-Schamanen...";
};
 
instance ITMI_BLACKCRYSTAL(C_Item)
{
	name = "Schwarzer Kristall";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = 1000;
	visual = "ItMi_BlackCrystal.3ds";
	material = MAT_STONE;
	effect = "SPELLFX_FIRESWORDBLACK";
	description = name;
	text[2] = "Ein gro?es Stuck aus sehr seltenem schwarzen Kristall...";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITMI_1_ORCPORTALSTONE(C_Item)
{
	name = "Magischer Kristall";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = 0;
	visual = "ITMI_FOCUS_06.3DS";
	material = MAT_METAL;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_MANAPOTION";
	description = name;
};
 
instance ITMI_2_ORCPORTALSTONE(C_Item)
{
	name = "Magischer Kristall";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = 0;
	visual = "ITMI_FOCUS_06.3DS";
	material = MAT_GLAS;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_MANAPOTION";
	description = name;
};
 
instance ITMI_GOLDDRAGONFOCUS(C_Item)
{
	name = "Stein-Kristall";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = 0;
	visual = "ItMi_Focus_05.3DS";
	material = MAT_GLAS;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_MANAPOTION";
	description = name;
	text[1] = "Stein, der aussieht wie ein Fokus-Kristall,";
	text[2] = "mit seltsamen Symbolen verziert.";
};
 
instance ITMI_FISKPACKET(C_Item)
{
	name = "Fisks Paket";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION | ITEM_MULTI;
	value = 0;
	visual = "ItMi_Packet.3ds";
	scemeName = "MAPSEALED";
	material = MAT_LEATHER;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
	on_state[0] = use_itmi_fiskpacket;
};
 
func void use_itmi_fiskpacket()
{
	PrintScreen("Fisks Paket fur Ratford.",-1,5,FONT_ScreenSmall,6);
	CreateInvItems(self,ITMI_FISKPACKET,1);
};
 
instance ITMI_ALEFNUGGETSBAG(C_Item)
{
	name = "Paket mit Erz";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = 0;
	visual = "ItMi_Packet.3ds";
	scemeName = "MAPSEALED";
	material = MAT_LEATHER;
	on_state[0] = use_alefnuggetsbag;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_MANAPOTION";
	description = name;
	text[0] = "";
	text[1] = "Schweres Paket mit magischem Erz,";
	text[2] = "mit einem Stempel von Gomez markiert.";
	text[5] = NAME_Value;
	count[5] = value;
};
 
 
func void use_alefnuggetsbag()
{
	B_PlayerFindItem(ItMi_Nugget,1500);
	B_LogEntry(TOPIC_VIPERNUGGETS,"Viper hat nicht gelogen - in dem von mir gefundenen Paket sind nicht weniger als 1500 Erzbrocken enthalten!");
};
 
 
instance ITMI_FIRESHPERE(C_Item)
{
	name = "Sphare des Feuers";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = 10000;
	visual = "ItMi_FIRESPHERE.3ds";
	material = MAT_GLAS;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_FIREBOW";
	description = name;
	text[1] = "Ein Stein der spharischen Art, mit uralten Runen verziert.";
	text[2] = "Die Sphare ist mit einer Feuer-Aura umgeben.";
	text[5] = NAME_Value;
	count[5] = value;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
instance ITMI_WATERSHPERE(C_Item)
{
	name = "Sphare des Wassers";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = 10000;
	visual = "ItMi_WATERSPHERE.3ds";
	material = MAT_GLAS;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_WATERSPHERE";
	description = name;
	text[1] = "Ein Stein der spharischen Art, mit uralten Runen verziert.";
	text[2] = "Die Sphare ist mit einer Wasser-Aura umgeben.";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITMI_STONESHPERE(C_Item)
{
	name = "Sphare des Felsens";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = 10000;
	visual = "ItMi_STONESPHERE.3ds";
	material = MAT_GLAS;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_STONESPHERE";
	description = name;
	text[1] = "Ein Stein der spharischen Art, mit uralten Runen verziert.";
	text[2] = "Die Sphare ist mit einer wei?en Aura umgeben.";
	text[5] = NAME_Value;
	count[5] = value;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
instance ITMI_DARKSHPERE(C_Item)
{
	name = "Sphare der Finsternis";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = 10000;
	visual = "ItMi_DARKSPHERE.3ds";
	material = MAT_GLAS;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_FIRESWORDBLACK";
	description = name;
	text[1] = "Ein Stein der spharischen Art, mit uralten Runen verziert.";
	text[2] = "Die Sphare ist von schwarzem Rauch umgeben.";
	text[5] = NAME_Value;
	count[5] = value;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
instance ITMI_TRIRAMAR(C_Item)
{
	name = "Amulett Triramar";
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_AMULET;
	value = 10000;
	visual = "ItMi_Triramar_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = equip_itmi_triramar;
	on_unequip = unequip_itmi_triramar;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_EVILLIGHT";
	description = name;
	text[1] = "Das Amulett ist mit uralten Runen verziert.";
	text[2] = "Darin ist ein Teil der dunklen, gottlichen Kraft enthalten.";
	text[5] = NAME_Value;
	count[5] = value;
};
 
 
func void equip_itmi_triramar()
{
	AI_Wait(hero,1);
	Wld_PlayEffect("spellFX_BELIARSRAGE",hero,hero,0,0,0,FALSE);
	AI_PlayAni(self,"S_FIRE_VICTIM");
	Wld_PlayEffect("VOB_MAGICBURN",hero,hero,0,0,0,FALSE);
	B_Say(self,self,"$Dead");
	AI_StopFX(self,"VOB_MAGICBURN");
	Npc_ChangeAttribute(self,ATR_HITPOINTS,-self.attribute[ATR_HITPOINTS_MAX]);
	Npc_StopAni(self,"S_FIRE_VICTIM");
};
 
func void unequip_itmi_triramar()
{
};
 
 
instance ITMI_PALADINCHEST(C_Item)
{
	name = "Schatulle der Paladine";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_GoldChest;
	visual = "ItMi_GoldChest.3DS";
	scemeName = "MAPSEALED";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
	on_state[0] = use_itmi_paladinchest;
};
 
 
func void use_itmi_paladinchest()
{
	B_PlayerFindItem(itke_si_sign,1);
};
 
 
instance ITMI_GOLDDRAGONGORN(C_Item)
{
	name = "Goldenes Horn von Achianti";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = 1000;
	visual = "ItMi_Horn.3DS";
	effect = "SPELLFX_MANAPOTION";
	material = MAT_LEATHER;
	scemeName = "HORN";
	description = name;
	text[2] = "Der Klang dieses Artefakts ist imstande, den Erzdamon Senyak";
	text[3] = "zu rufen. Das Horn kann man nur einmal benutzen.";
	text[5] = NAME_Value;
	count[5] = value;
	on_state[1] = use_itmi_golddragongorn;
};
 
 
func void use_itmi_golddragongorn()
{
	var int randomget;
	if(USEGOLDGORN == FALSE)
	{
		randomget = Hlp_Random(100);
		if((SENYAKSUMMON == FALSE) && (KNOWS_CRESTMAKE == TRUE))
		{
			B_GivePlayerXP(500);
			Wld_SpawnNpcRange(hero,senyak_demon,1,2000);
			SENYAKSUMMON = TRUE;
			B_LogEntry(TOPIC_GOLDDRAGONPORTAL,"Ich habe Senyak mit Hilfe des Horns von Ashtar beschworen!");
		}
		else if(randomget >= 95)
		{
			Wld_SpawnNpcRange(self,DemonLord,1,2000);
		}
		else if(randomget >= 90)
		{
			Wld_SpawnNpcRange(self,Demon,1,2000);
		}
		else if(randomget >= 85)
		{
			Wld_SpawnNpcRange(self,dragonsnapper2,1,2000);
		}
		else if(randomget >= 80)
		{
			Wld_SpawnNpcRange(self,StoneGolem,1,2000);
		}
		else if(randomget >= 75)
		{
			Wld_SpawnNpcRange(self,troll2,1,2000);
		}
		else if(randomget >= 70)
		{
			Wld_SpawnNpcRange(self,warg2,1,2000);
		}
		else if(randomget >= 65)
		{
			Wld_SpawnNpcRange(self,shadowbeast2,1,2000);
		}
		else if(randomget >= 60)
		{
			Wld_SpawnNpcRange(self,snapper2,1,2000);
		}
		else if(randomget >= 55)
		{
			Wld_SpawnNpcRange(self,wolf2,1,2000);
		}
		else if(randomget >= 50)
		{
			Wld_SpawnNpcRange(self,firewaran2,1,2000);
		}
		else if(randomget >= 45)
		{
			Wld_SpawnNpcRange(self,Harpie,1,2000);
		}
		else if(randomget >= 40)
		{
			Wld_SpawnNpcRange(self,Gobbo_Black,1,2000);
		}
		else if(randomget >= 35)
		{
			Wld_SpawnNpcRange(self,keiler2,1,2000);
		}
		else if(randomget >= 30)
		{
			Wld_SpawnNpcRange(self,lurker2,1,2000);
		}
		else if(randomget >= 25)
		{
			Wld_SpawnNpcRange(self,waran2,1,2000);
		}
		else if(randomget >= 20)
		{
			Wld_SpawnNpcRange(self,Giant_Bug,1,2000);
		}
		else if(randomget >= 15)
		{
			Wld_SpawnNpcRange(self,bloodfly2,1,2000);
		}
		else if(randomget >= 10)
		{
			Wld_SpawnNpcRange(self,Gobbo_Green,1,2000);
		}
		else if(randomget >= 5)
		{
			Wld_SpawnNpcRange(self,Scavenger,1,2000);
		}
		else if(randomget >= 0)
		{
			Wld_SpawnNpcRange(self,Molerat,1,2000);
		};
		USEGOLDGORN = TRUE;
	};
};
 
 
instance ITMI_STONESOUL_SENYAK(C_Item)
{
	name = "Stein mit der Seele Senyaks";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = 10000;
	visual = "ITMI_SENYAKSOUL.3ds";
	effect = "SPELLFX_EVILLIGHT";
	material = MAT_STONE;
	scemeName = "MAPSEALED";
	on_state[0] = use_itmi_stonesoul_senyak;
	description = name;
	text[2] = "In diesem Stein befindet die Seele des Erzdamons Senyak.";
	text[5] = NAME_Value;
	count[5] = value;
};
 
 
func void use_itmi_stonesoul_senyak()
{
	Snd_Play("MYSTERY_07");
	PrintScreen("Du hast die Seele Senyaks befreit!",-1,33,FONT_ScreenSmall,3);
	Wld_SpawnNpcRange(hero,ghost_senyak_demon,1,2000);
};
 
 
instance ITMI_STONESOUL(C_Item)
{
	name = "Seelenstein";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = 100;
	visual = "ITMI_STONESOUL.3ds";
	effect = "SPELLFX_EVILLIGHT";
	material = MAT_STONE;
	scemeName = "MAPSEALED";
	on_state[0] = use_itmi_stonesoul;
	description = name;
	text[2] = "In diesem Stein befindet sich die Seele des von mir getoteten Wesens.";
	text[5] = NAME_Value;
	count[5] = value;
};
 
 
func void use_itmi_stonesoul()
{
	Snd_Play("MYSTERY_06");
	PrintScreen("Du hast eine Seele befreit!",-1,33,FONT_ScreenSmall,3);
	Wld_SpawnNpcRange(hero,soul_ghost,1,2000);
};
 
 
instance ITMI_BENGARPACKET(C_Item)
{
	name = "Bengars Paket";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION | ITEM_MULTI;
	value = 1000;
	visual = "ItMi_Packet.3ds";
	scemeName = "MAPSEALED";
	material = MAT_LEATHER;
	description = name;
	on_state[0] = use_bengarpacket;
	text[4] = "Paket mit diversen Waren von Bengar";
	text[5] = NAME_Value;
	count[5] = value;
};
 
 
func void use_bengarpacket()
{
	CreateInvItems(hero,ItFo_Bacon,5);
	CreateInvItems(hero,ItFo_Bread,10);
	CreateInvItems(hero,ItFoMuttonRaw,20);
	CreateInvItems(hero,ItFo_Cheese,8);
	MIS_BENGARORDER = LOG_FAILED;
	BENGARPACKETOPEN = TRUE;
	Log_SetTopicStatus(TOPIC_BENGARORDER,LOG_FAILED);
};
 
 
instance ITMI_BLACKBRENDI(C_Item)
{
	name = "Schwarzer Brandy";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = 1000;
	visual = "ItMi_BlackBrendi.3ds";
	material = MAT_GLAS;
	scemeName = "POTIONFAST";
	description = name;
	text[5] = NAME_Value;
	count[5] = 1000;
};
 
instance ITMI_GOLDNECKLACEHANNA(C_Item)
{
	name = "Goldenes Kollier";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_AMULET | ITEM_MISSION;
	value = Value_GoldNecklace;
	visual = "ItMi_GoldNecklace.3DS";
	material = MAT_METAL;
	description = name;
	text[2] = "Ein Geschenk fur Hanna von ihrer Schwester Abigail...";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
};
 
instance ITMI_SALT(C_Item)
{
	name = "Salz";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = 5;
	visual = "ItMi_Salt.3DS";
	material = MAT_CLAY;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITMI_SLEEPSACK(C_Item)
{
	name = "Warmes Schafsfell";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = 500;
	visual = "ItAt_SheepFur.3DS";
	material = MAT_LEATHER;
	scemeName = "MAP";
	description = name;
	text[2] = "Auf diesem Fell kann ich ein schones Nickerchen machen.";
	text[5] = NAME_Value;
	count[5] = value;
	on_state[0] = use_sleepfur;
};
 
instance ITMI_SLEEPERHELM(C_Item)
{
	name = "";
	mainflag = ITEM_KAT_ARMOR;
	flags = 0;
	value = 0;
	wear = WEAR_HEAD;
	effect = "SPELLFX_FIRESWORDBLACK";
	on_equip = equip_itmi_sleeperhelm;
	visual = "ITAR_SLEEPER_HELM.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	description = name;
};
 
 
func void equip_itmi_sleeperhelm()
{
	if(Npc_IsPlayer(self))
	{
		AI_Wait(hero,3);
		Mdl_ApplyOverlayMds(self,"humans_skeleton.mds");
		AI_PlayAni(self,"S_FIRE_VICTIM");
		Snd_Play("MFX_GHOSTVOICE");
		Wld_PlayEffect("VOB_MAGICBURN",self,self,0,0,0,FALSE);
		Wld_PlayEffect("spellFX_INCOVATION_VIOLET",self,self,0,0,0,FALSE);
		Wld_PlayEffect("FX_EarthQuake",self,self,0,0,0,FALSE);
		Wld_PlayEffect("SFX_Circle",self,self,0,0,0,FALSE);
		B_Say(self,self,"$Dead");
		AI_StopFX(self,"VOB_MAGICBURN");
		Npc_ChangeAttribute(self,ATR_HITPOINTS,-self.attribute[ATR_HITPOINTS_MAX]);
		Npc_StopAni(self,"S_FIRE_VICTIM");
	};
};
 
 
instance ITAR_ORCCHIEFHELM(C_Item)
{
	name = "Helm des Orkfuhrers";
	mainflag = ITEM_KAT_ARMOR;
	flags = 0;
	value = 0;
	wear = WEAR_TORSO;
	effect = "SPELLFX_FIRESWORDBLACK";
	on_equip = equip_itar_orcchiefhelm;
	visual = "ItAr_OrcChiefHelm.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	description = name;
};
 
 
func void equip_itar_orcchiefhelm()
{
};
 
 
instance ITMI_HELMSLEEPER_MIS(C_Item)
{
	name = "Maske des Schlafers";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = 50000;
	wear = WEAR_HEAD;
	effect = "SPELLFX_FIRESWORDBLACK";
	scemeName = "MAP";
	visual = "ITAR_SLEEPER_HELM.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	description = name;
	text[2] = "Diese Maske enthalt einen Teil der Macht des Schlafers,";
	text[3] = "des bosen Damons, der einst von mir verbannt wurde.";
	text[4] = "Strahlt eine starke, dunkle Aura aus...";
	text[5] = NAME_Value;
	count[5] = value;
	on_state[0] = equip_itmi_sleeperhelm_mis;
};
 
 
func void equip_itmi_sleeperhelm_mis()
{
	if(Npc_IsPlayer(self))
	{
		AI_Wait(hero,3);
		Mdl_ApplyOverlayMds(self,"humans_skeleton.mds");
		AI_PlayAni(self,"S_FIRE_VICTIM");
		Snd_Play("MFX_GHOSTVOICE");
		Wld_PlayEffect("VOB_MAGICBURN",self,self,0,0,0,FALSE);
		Wld_PlayEffect("spellFX_INCOVATION_VIOLET",self,self,0,0,0,FALSE);
		Wld_PlayEffect("FX_EarthQuake",self,self,0,0,0,FALSE);
		Wld_PlayEffect("SFX_Circle",self,self,0,0,0,FALSE);
		B_Say(self,self,"$Dead");
		AI_StopFX(self,"VOB_MAGICBURN");
		Npc_ChangeAttribute(self,ATR_HITPOINTS,-self.attribute[ATR_HITPOINTS_MAX]);
		Npc_StopAni(self,"S_FIRE_VICTIM");
	};
};
 
 
instance ITMI_KOMPAS(C_Item)
{
	name = "Kompass";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = 500;
	visual = "ItMi_Compass_01.3DS";
	material = MAT_STONE;
	description = name;
};
 
instance ITMI_FALKGRANDFATHERITEM_01(C_Item)
{
	name = "Alter Geldbeutel";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = 100;
	visual = "ItMi_Pocket.3ds";
	scemeName = "MAPSEALED";
	material = MAT_LEATHER;
	on_state[0] = use_itmi_falkgrandfatheritem_01;
	description = "Alter Geldbeutel";
	text[2] = "Auf dem Beutel ist der Buchstabe 'B' eingenaht...";
	text[5] = NAME_Value;
	count[5] = 50;
};
 
 
func void use_itmi_falkgrandfatheritem_01()
{
	B_PlayerFindItem(itwr_falkgrandfather_01,1);
	B_PlayerFindItem(ItMi_Gold,50);
};
 
 
instance ITMI_FALKGRANDFATHERITEM_02(C_Item)
{
	name = "Leere Flasche";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = 5;
	visual = "ItMi_Rum_02.3ds";
	scemeName = "MAPSEALED";
	material = MAT_GLAS;
	on_state[0] = use_itmi_falkgrandfatheritem_02;
	description = "Flasche";
	text[2] = "Leere Rumflasche.";
	text[3] = "Im Flaschenhals steckt ein Stuck Papier...";
	text[5] = NAME_Value;
	count[5] = value;
};
 
 
func void use_itmi_falkgrandfatheritem_02()
{
	B_PlayerFindItem(itwr_falkgrandfather_02,1);
};
 
 
instance ITMI_FALKGRANDFATHERITEM_03(C_Item)
{
	name = "Fisch";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = 25;
	visual = "ItFo_Fish.3DS";
	material = MAT_LEATHER;
	scemeName = "MAPSEALED";
	on_state[0] = use_itmi_falkgrandfatheritem_03;
	description = name;
	text[2] = "In diesem Fisch ist etwas eingenaht...";
};
 
 
func void use_itmi_falkgrandfatheritem_03()
{
	B_PlayerFindItem(itwr_falkgrandfather_03,1);
};
 
 
instance ITMI_FALKGRANDFATHERITEM_04(C_Item)
{
	name = "Leere Flasche";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = 5;
	visual = "ItMi_Rum_01.3ds";
	scemeName = "MAPSEALED";
	material = MAT_GLAS;
	on_state[0] = use_itmi_falkgrandfatheritem_04;
	description = "Flasche";
	text[2] = "Leere Rumflasche.";
	text[3] = "Im Flaschenhals steckt ein Stuck Papier...";
	text[5] = NAME_Value;
	count[5] = value;
};
 
 
func void use_itmi_falkgrandfatheritem_04()
{
	B_PlayerFindItem(itwr_falkgrandfather_04,1);
};
 
 
instance ITMI_STUFF_GEARWHEEL_01(C_Item)
{
	name = "Zahnrad";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = 0;
	visual = "ItMi_Stuff_Gearwheel_01.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "Ein Stuck bearbeitetes Metall, das einem Zahnrad ahnelt...";
};
 
instance ITMI_STUFF_GEARWHEEL_02(C_Item)
{
	name = "Steinerner Stern";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = 0;
	visual = "ItMi_Stuff_Gearwheel_02.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "Ein bearbeiteter Stein, der einem Stern ahnelt...";
};
 
instance ITMI_MISSTORLOFTHING(C_Item)
{
	name = "Alter Kompass";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = 100;
	visual = "ItMi_Compass_01.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITMI_NERGALCORPSE(C_Item)
{
	name = "Leichenstaub";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = 1000;
	visual = "Nergal_Corpse.3DS";
	material = MAT_METAL;
	description = name;
	text[2] = "Leichenstaub des Nekromanten Nergal...";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITMI_ZOMBIECORPSE(C_Item)
{
	name = "Totes Fleisch";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = 50;
	visual = "ItMi_ZombieCorpse.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITMI_PLAZMA(C_Item)
{
	name = "Ektoplasma";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = 300;
	visual = "ItMi_Plazma.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITMI_GADERSTONE(C_Item)
{
	name = "Geister der Vorfahren";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = 0;
	visual = "ItMi_GaderStone.3DS";
	material = MAT_STONE;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_EVILLIGHT";
	description = name;
	text[2] = "Magisches Artefakt des Huters Gader...";
};
 
instance ITMI_WATERCRYSTAL(C_Item)
{
	name = "Wasserperle";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = 2000;
	visual = "ItMi_WaterCrystal.3ds";
	material = MAT_STONE;
	description = name;
	effect = "SPELLFX_GEYSER_FOUNTAIN";
	text[2] = "Diese Perle erhielt ich vom Geist des Wassers...";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_MISC_STANDARD;
};
 
instance ITMI_FIRESTONE(C_Item)
{
	name = "Feuerkristall";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = 2000;
	visual = "ItMi_FireStone.3ds";
	material = MAT_STONE;
	description = name;
	text[2] = "Dieses Teilchen erhielt ich von dem von mir besiegten Feuergeist...";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_MISC_STANDARD;
};
 
instance ITMI_PIECEDARKGOLEM(C_Item)
{
	name = "Stuck des Schattengolems";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = 2000;
	visual = "ItMi_PieceDarkGolem.3ds";
	material = MAT_STONE;
	description = name;
	text[2] = "Dieses Teilchen erhielt ich von dem von mir besiegten Schattengolem...";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_MISC_STANDARD;
};
 
instance ITMI_STONEPUMAPIECE(C_Item)
{
	name = "Steinernes Auge";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = 2000;
	visual = "ItMi_StonePumaPiece.3ds";
	material = MAT_STONE;
	description = name;
	text[2] = "Dieses Auge erhielt ich von dem von mir besiegten Steinpuma...";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_MISC_STANDARD;
};
 
instance ITMI_ORCMAINTOTEM(C_Item)
{
	name = "Totem der Starke";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = 2000;
	visual = "ItMi_OrcMainTotem.3ds";
	material = MAT_STONE;
	description = name;
	text[2] = "Dieses Totem der Starke ist ein Zeichen der Macht des orkischen Feldherrn...";
	text[3] = "Sein Besitzer braucht die Orks nicht langer zu furchten!";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_MISC_STANDARD;
};
 
instance ITMI_POISONBOTTLE(C_Item)
{
	name = "Leeres Flaschchen";
	mainflag = ITEM_KAT_POTIONS;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = 0;
	visual = "ITFO_POTION_STRENGTH_01.3DS";
	material = MAT_GLAS;
	on_state[0] = usepoisonbottle;
	scemeName = "POTION";
	description = name;
	text[1] = "Wie es aussieht befand sich in diesem Flaschchen";
	text[2] = "einst eines der starksten Gifte.";
};
 
func void usepoisonbottle()
{
	PrintScreen("Leer - riecht nach Gift! Die kommt mir doch irgendwie bekannt vor!",-1,5,FONT_ScreenSmall,6);
	CreateInvItems(self,ITMI_POISONBOTTLE,1);
};
 
instance ITMI_ADANOSAMULET(C_Item)
{
	name = "Amulett der alten Rituale";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = 2000;
	visual = "ItAm_Dex_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = name;
	text[1] = "Diesen Gegenstand benutzten einst die Erbauer";
	text[2] = "fur ihre alten Rituale...";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_AMULETTE_STANDARD;
};
 
instance ITMI_ORCWARHORN(C_Item)
{
	name = "Orkisches Horn";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = 500;
	visual = "ItMi_OrcWarHorn.3DS";
	material = MAT_LEATHER;
	scemeName = "HORN";
	description = name;
	text[2] = "Kriegshorn der Orks";
	text[5] = NAME_Value;
	count[5] = value;
};